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Warhammer Underworlds: Shadespire – The Chosen Axes

Expansion for Warhammer Underworlds: Shadespire

Warhammer Underworlds: Shadespire – The Chosen Axes Rulebook

Table of Contents

Table of Contents

  • Warband Warscrolls: Grand Alliance Order
    • Grand Alliance Order: Crusaders
      • Inspire
      • Pioneers
      • Staunch Defender
      • Zealous Resolve
      • Reclaim Ground
    • Grand Alliance Order: Protectors
      • Inspire
      • Deny Trespassers
      • Righteous Fury
      • Active Defence
      • Secret Pathway
  • Fighters
    • Fjul-Grimnir
    • Tefk
    • Maegrim
    • Vol

Warband Warscrolls: Grand Alliance Order

The Grand Alliance Order warscroll sheet states that the following warbands can use either of the warscrolls below, and The Chosen Axes is one of them.

Grand Alliance Order: Crusaders

Inspire

Immediately after a Power step, if your warband holds 2 or more treasure tokens in enemy territory, Inspire each friendly fighter.

Pioneers

Immediately after a friendly fighter finishes a Move within 1 hex of a treasure token, you can push that fighter 1 hex. That push must end on a treasure token.

Staunch Defender

Defenders of civilisation will sell their lives to protect mortalkind’s treasures from destruction and desecration.

Use this in your Power step. Pick a friendly fighter holding a treasure token. Until the end of the next turn, that fighter’s Save characteristic is 3. This ability can only be used once per game.

Zealous Resolve

Those who believe in the ideals of justice will never yield an inch of ground to the servants of evil.

Use this in your Power step. Until the end of the next turn, friendly fighters cannot be driven back or pushed. This ability can only be used once per game.

Reclaim Ground

The mantra of Order’s champions is simple: we will recover what was taken from us, whatever it takes.

Use this in your Power step. Pick a friendly fighter. Until the end of the next turn, melee Attack rolls made for that fighter as part of melee Attacks always count as having more than the Save roll for the purposes of Drive Back and Overrun. This ability can only be used once per game.

Grand Alliance Order: Protectors

Inspire

Immediately after an Action step, if a friendly fighter began that Action step in friendly territory and made a successful Attack, Inspire that fighter.

Deny Trespassers

Friendly fighters cannot be Flanked or Surrounded while they are in friendly territory.

Righteous Fury

Mortals seldom fight more ferociously than in defence of what is theirs by right.

Immediately after making an Attack roll for a melee Attack made by a friendly fighter in friendly territory, you can re-roll 1 Attack dice in that Attack roll. You can only use this ability once per battle round.

Active Defence

It is important that defenders do not revert to static warfare, but instead constantly harry and outmanoeuvre their foes.

Use this in your Power step. Pick a friendly fighter in friendly territory. Push that fighter up to 2 hexes. That push must end in friendly territory. This ability can only be used once per game.

Secret Pathway

The canny defender has the advantage in a pitched battle, for they know the terrain and its secret pathways.

Use this in your Power step. Pick a friendly fighter on a feature token in friendly territory. Remove that fighter from the battlefield and place them on another feature token in friendly territory, then give that fighter a Move token. This ability can only be used once per game.

Transcriber note: the warscroll sheet predates the February 2026 rules update. The text above is transcribed as printed. The update was not checked against this text, so no amended wording is transcribed here.

Fighters

The four fighter stat cards below show each fighter’s printed values, each in its front and gold-framed variant. The stats are the same on both variants of each fighter. Icons carry no legend in the source, so each icon is described by its shape rather than named. Left column, top to bottom: a blue Move value, a green shield-with-figure value, a red Wounds value and an orange Bounty value. The weapon rows read left to right in the order printed.

Fjul-Grimnir

  • Left column: Move 3; green shield-with-figure icon 1; Wounds 4; Bounty 3.
  • Weapon row 1: crossed-weapons icon; ring icon 1; hook icon 2; starburst icon 3. The gold-framed variant has a small pennant-shaped icon after the starburst 3.
  • Weapon row 2: crossed-weapons icon; ring icon 2; hook icon 2; starburst icon 1 (front variant). The gold-framed variant reads ring icon 2; hook icon 3; starburst icon 2, with no icon after it.
  • Card carries a faction icon (top right) and a crown icon (top right, unlabelled).

Tefk

  • Left column: Move 3; green shield-with-figure icon 1; Wounds 4; Bounty 2.
  • Weapon row: crossed-weapons icon; ring icon 1; hook icon 2; starburst icon 2 (front variant, no icon after it). The gold-framed variant reads ring icon 1; hook icon 3; starburst icon 2, followed by a shield-with-notch icon.
  • Card carries a faction icon (top right).

Maegrim

  • Left column: Move 3; green shield-with-figure icon 1; Wounds 4; Bounty 1.
  • Weapon row: crossed-weapons icon; ring icon 1; crossed-box icon 3; starburst icon 1 (front variant, no icon after it). The gold-framed variant reads ring icon 1; crossed-box icon 3; starburst icon 2, followed by two unlabelled icons (a burst-in-hexagon icon and a helmet-shaped icon).
  • Card carries a faction icon (top right).

Vol

  • Left column: Move 3; green shield-with-figure icon 1; Wounds 4; Bounty 1.
  • Weapon row: crossed-weapons icon; ring icon 1; hook icon 2; starburst icon 2 (front variant, no icon after it). The gold-framed variant has an arrow-shaped icon after the starburst 2.
  • Card carries a faction icon (top right).

Transcriber note: the fighter cards’ weapon-ability and type icons are unlabelled in the source, and the fighter abilities, if any, are not printed on the cards. This section gives the printed values only. The Chosen Axes warscroll page prints no warband-specific ability text, so none is transcribed here.